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{-# LANGUAGE TemplateHaskell #-}
{-# LANGUAGE RecordWildCards #-}
--------------------------------------------------------------------------------
module Xanthous.Entities.Character
( -- * Character datatype
Character(..)
, characterName
, inventory
, characterDamage
, characterHitpoints'
, characterHitpoints
, hitpointRecoveryRate
, speed
, body
-- *** Body
, Body(..)
, initialBody
, knuckles
, Knuckles(..)
, fistDamageChance
, damageKnuckles
, fistfightingDamage
-- * Character functions
, mkCharacter
, pickUpItem
, isDead
, isFullyHealed
, damage
) where
--------------------------------------------------------------------------------
import Xanthous.Prelude
--------------------------------------------------------------------------------
import Brick
import Data.Aeson.Generic.DerivingVia
import Data.Aeson (ToJSON, FromJSON)
import Data.Coerce (coerce)
import Test.QuickCheck
import Test.QuickCheck.Instances.Vector ()
import Test.QuickCheck.Arbitrary.Generic
import Test.QuickCheck.Gen (chooseUpTo)
import Test.QuickCheck.Checkers (EqProp)
import Control.Monad.State.Lazy (execState)
import Control.Monad.Trans.State.Lazy (execStateT)
--------------------------------------------------------------------------------
import Xanthous.Util.QuickCheck
import Xanthous.Game.State
import Xanthous.Entities.Item
import Xanthous.Entities.Common
import Xanthous.Data
( TicksPerTile, Hitpoints, Per, Ticks, (|*|), positioned )
import qualified Xanthous.Entities.RawTypes as Raw
import Xanthous.Util (EqEqProp(EqEqProp), modifyKL)
import Xanthous.Monad (say_)
--------------------------------------------------------------------------------
-- | The status of the character's knuckles
--
-- This struct is used to track the damage and then eventual build-up of
-- calluses when the character is fighting with their fists
data Knuckles = Knuckles
{ -- | How damaged are the knuckles currently, from 0 to 5?
--
-- At 0, no calluses will form
-- At 1 and up, the character will form calluses after a while
-- At 5, continuing to fistfight will deal the character even more damage
_knuckleDamage :: !Word
-- | How built-up are the character's calluses, from 0 to 5?
--
-- Each level of calluses decreases the likelihood of being damaged when
-- fistfighting by 1%, up to 5 where the character will never be damaged
-- fistfighting
, _knuckleCalluses :: !Word
-- | Number of turns that have passed since the last time the knuckles were
-- damaged
, _ticksSinceDamaged :: Ticks
}
deriving stock (Show, Eq, Ord, Generic)
deriving anyclass (NFData, CoArbitrary, Function)
deriving EqProp via EqEqProp Knuckles
deriving (ToJSON, FromJSON)
via WithOptions '[ FieldLabelModifier '[Drop 1] ]
Knuckles
makeLenses ''Knuckles
instance Semigroup Knuckles where
(Knuckles d₁ c₁ t₁) <> (Knuckles d₂ c₂ t₂) = Knuckles
(min (d₁ + d₂) 5)
(min (c₁ + c₂) 5)
(max t₁ t₂)
instance Monoid Knuckles where
mempty = Knuckles 0 0 0
instance Arbitrary Knuckles where
arbitrary = do
_knuckleDamage <- fromIntegral <$> chooseUpTo 5
_knuckleCalluses <- fromIntegral <$> chooseUpTo 5
_ticksSinceDamaged <- arbitrary
pure Knuckles{..}
-- | Likelihood that the character fighting with their fists will damage
-- themselves
fistDamageChance :: Knuckles -> Float
fistDamageChance knuckles
| calluses == 5 = 0
| otherwise = baseChance - (0.01 * fromIntegral calluses)
where
baseChance = 0.08
calluses = knuckles ^. knuckleCalluses
-- | Damage the knuckles by a level (capping at the max knuckle damage)
damageKnuckles :: Knuckles -> Knuckles
damageKnuckles = execState $ do
knuckleDamage %= min 5 . succ
ticksSinceDamaged .= 0
-- | Damage taken when fistfighting and 'fistDamageChance' has occurred
fistfightingDamage :: Knuckles -> Hitpoints
fistfightingDamage knuckles
| knuckles ^. knuckleDamage == 5 = 2
| otherwise = 1
stepKnuckles :: Ticks -> Knuckles -> AppM Knuckles
stepKnuckles ticks = execStateT . whenM (uses knuckleDamage (> 0)) $ do
ticksSinceDamaged += ticks
whenM (uses ticksSinceDamaged (>= 2000)) $ do
dam <- knuckleDamage <<.= 0
knuckleCalluses %= min 5 . (+ dam)
ticksSinceDamaged .= 0
lift $ say_ ["character", "body", "knuckles", "calluses"]
-- | Status of the character's body
data Body = Body
{ _knuckles :: !Knuckles
}
deriving stock (Show, Eq, Ord, Generic)
deriving anyclass (NFData, CoArbitrary, Function)
deriving Arbitrary via GenericArbitrary Body
deriving (ToJSON, FromJSON)
via WithOptions '[ FieldLabelModifier '[Drop 1] ]
Body
makeLenses ''Body
initialBody :: Body
initialBody = Body { _knuckles = mempty }
--------------------------------------------------------------------------------
data Character = Character
{ _inventory :: !Inventory
, _characterName :: !(Maybe Text)
, _characterHitpoints' :: !Double
, _speed :: !TicksPerTile
, _body :: !Body
}
deriving stock (Show, Eq, Ord, Generic)
deriving anyclass (NFData, CoArbitrary, Function)
deriving (ToJSON, FromJSON)
via WithOptions '[ FieldLabelModifier '[Drop 1] ]
Character
makeLenses ''Character
characterHitpoints :: Character -> Hitpoints
characterHitpoints = views characterHitpoints' floor
scrollOffset :: Int
scrollOffset = 5
instance Draw Character where
draw _ = visibleRegion rloc rreg $ str "@"
where
rloc = Location (negate scrollOffset, negate scrollOffset)
rreg = (2 * scrollOffset, 2 * scrollOffset)
drawPriority = const maxBound -- Character should always be on top, for now
instance Brain Character where
step ticks = execStateT $ do
positioned . characterHitpoints' %= \hp ->
if hp > fromIntegral initialHitpoints
then hp
else hp + hitpointRecoveryRate |*| ticks
modifyKL (positioned . body . knuckles) $ lift . stepKnuckles ticks
instance Entity Character where
description _ = "yourself"
entityChar _ = "@"
instance Arbitrary Character where
arbitrary = genericArbitrary
initialHitpoints :: Hitpoints
initialHitpoints = 10
hitpointRecoveryRate :: Double `Per` Ticks
hitpointRecoveryRate = 1.0 / (15 * coerce defaultSpeed)
defaultSpeed :: TicksPerTile
defaultSpeed = 100
mkCharacter :: Character
mkCharacter = Character
{ _inventory = mempty
, _characterName = Nothing
, _characterHitpoints' = fromIntegral initialHitpoints
, _speed = defaultSpeed
, _body = initialBody
}
defaultCharacterDamage :: Hitpoints
defaultCharacterDamage = 1
-- | Returns the damage that the character currently does with an attack
-- TODO use double-handed/left-hand/right-hand here
characterDamage :: Character -> Hitpoints
characterDamage
= fromMaybe defaultCharacterDamage
. preview (inventory . wielded . wieldedItems . wieldableItem . Raw.damage)
-- | Is the character fully healed up to or past their initial hitpoints?
isFullyHealed :: Character -> Bool
isFullyHealed = (>= initialHitpoints) . characterHitpoints
-- | Is the character dead?
isDead :: Character -> Bool
isDead = (== 0) . characterHitpoints
pickUpItem :: Item -> Character -> Character
pickUpItem it = inventory . backpack %~ (it <|)
damage :: Hitpoints -> Character -> Character
damage (fromIntegral -> amount) = characterHitpoints' %~ \case
n | n <= amount -> 0
| otherwise -> n - amount
{-# ANN module ("Hlint: ignore Use newtype instead of data" :: String) #-}
|